cnq3/code/renderer/srp_nuklear.cpp

230 lines
6.5 KiB
C++

/*
===========================================================================
Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Gameplay Rendering Pipeline - Nuklear integration
#include "srp_local.h"
#define MAX_NUKLEAR_VERTEX_COUNT (1024 * 1024)
#define MAX_NUKLEAR_INDEX_COUNT ( 256 * 1024)
#pragma pack(push, 4)
struct VertexRC
{
float mvp[16];
};
struct PixelRC
{
uint32_t texture;
uint32_t sampler;
};
#pragma pack(pop)
#pragma pack(push, 1)
struct NuklearVertex
{
float position[2];
float texCoords[2];
byte color[4];
};
#pragma pack(pop)
void Nuklear::Init(bool ddhi_, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc)
{
ddhi = ddhi_;
descriptorTable = descTable;
if(srp.firstInit)
{
for(int i = 0; i < FrameCount; i++)
{
FrameResources* fr = &frameResources[i];
BufferDesc vtx("Nuklear index", MAX_NUKLEAR_INDEX_COUNT * sizeof(uint32_t), ResourceStates::IndexBufferBit);
vtx.memoryUsage = MemoryUsage::Upload;
fr->indexBuffer = CreateBuffer(vtx);
BufferDesc idx("Nuklear vertex", MAX_NUKLEAR_VERTEX_COUNT * sizeof(NuklearVertex), ResourceStates::VertexBufferBit);
idx.memoryUsage = MemoryUsage::Upload;
fr->vertexBuffer = CreateBuffer(idx);
}
if(!ddhi)
{
RootSignatureDesc desc = *rootSigDesc;
desc.name = "Nuklear";
desc.constants[ShaderStage::Vertex].byteCount = sizeof(VertexRC);
desc.constants[ShaderStage::Pixel].byteCount = sizeof(PixelRC);
rootSignature = CreateRootSignature(desc);
}
}
{
GraphicsPipelineDesc desc("Nuklear", rootSignature);
desc.shortLifeTime = true;
desc.vertexShader = vs;
desc.pixelShader = ps;
desc.vertexLayout.bindingStrides[0] = sizeof(NuklearVertex);
desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position,
DataType::Float32, 2, offsetof(NuklearVertex, position));
desc.vertexLayout.AddAttribute(0, ShaderSemantic::TexCoord,
DataType::Float32, 2, offsetof(NuklearVertex, texCoords));
desc.vertexLayout.AddAttribute(0, ShaderSemantic::Color,
DataType::UNorm8, 4, offsetof(NuklearVertex, color));
desc.depthStencil.depthComparison = ComparisonFunction::Always;
desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
desc.depthStencil.enableDepthTest = false;
desc.depthStencil.enableDepthWrites = false;
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA, rtFormat);
pipeline = CreateGraphicsPipeline(desc);
}
}
void Nuklear::BeginFrame()
{
firstVertex = 0;
firstIndex = 0;
numVertexes = 0;
numIndexes = 0;
}
void Nuklear::Begin(HTexture renderTarget)
{
if(srp.renderMode == RenderMode::Nuklear)
{
return;
}
srp.renderMode = RenderMode::Nuklear;
renderPassIndex = srp.BeginRenderPass("Nuklear", 0.75f, 0.75f, 1.0f);
FrameResources* const fr = &frameResources[GetFrameIndex()];
const uint32_t vertexStride = sizeof(NuklearVertex);
CmdBindRenderTargets(1, &renderTarget, NULL);
if(!ddhi)
{
CmdBindRootSignature(rootSignature);
}
CmdBindPipeline(pipeline);
if(!ddhi)
{
CmdBindDescriptorTable(rootSignature, descriptorTable);
}
CmdBindVertexBuffers(1, &fr->vertexBuffer, &vertexStride, NULL);
CmdBindIndexBuffer(fr->indexBuffer, IndexType::UInt32, 0);
CmdSetViewport(0, 0, glConfig.vidWidth, glConfig.vidHeight);
const float L = 0.0f;
const float R = glConfig.vidWidth;
const float T = 0.0f;
const float B = glConfig.vidHeight;
const VertexRC vertexRC =
{
2.0f / (R - L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / (T - B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(R + L) / (L - R), (T + B) / (B - T), 0.5f, 1.0f
};
if(ddhi)
{
CmdSetGraphicsRootConstants(0, sizeof(vertexRC), &vertexRC);
}
else
{
CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC);
}
for(int i = 0; i < 4; ++i)
{
prevScissorRect[i] = 0;
}
}
void Nuklear::End()
{
srp.EndRenderPass(renderPassIndex);
srp.renderMode = RenderMode::None;
}
void Nuklear::Upload(const nuklearUploadCommand_t& cmd)
{
firstVertex += numVertexes;
firstIndex += numIndexes;
numVertexes = cmd.numVertexBytes / sizeof(NuklearVertex);
numIndexes = cmd.numIndexBytes / sizeof(uint32_t);
if(firstVertex + numVertexes > MAX_NUKLEAR_VERTEX_COUNT ||
firstIndex + numIndexes > MAX_NUKLEAR_INDEX_COUNT)
{
return;
}
FrameResources* const fr = &frameResources[GetFrameIndex()];
NuklearVertex* const vtxDst = (NuklearVertex*)MapBuffer(fr->vertexBuffer) + firstVertex;
uint32_t* const idxDst = (uint32_t*)MapBuffer(fr->indexBuffer) + firstIndex;
memcpy(vtxDst, cmd.vertexes, cmd.numVertexBytes);
memcpy(idxDst, cmd.indexes, cmd.numIndexBytes);
UnmapBuffer(fr->vertexBuffer);
UnmapBuffer(fr->indexBuffer);
}
void Nuklear::Draw(const nuklearDrawCommand_t& cmd)
{
const shader_t* const shader = R_GetShaderByHandle(cmd.shader);
if(shader == NULL ||
shader->numStages < 1 ||
shader->stages[0] == NULL ||
!shader->stages[0]->active ||
shader->stages[0]->bundle.image[0] == NULL)
{
Q_assert(!"Invalid shader!");
return;
}
const image_t* const image = R_GetShaderByHandle(cmd.shader)->stages[0]->bundle.image[0];
PixelRC pixelRC = {};
pixelRC.texture = (uint32_t)image->textureIndex;
pixelRC.sampler = GetSamplerIndex(image->wrapClampMode, TextureFilter::Linear);
if(ddhi)
{
CmdSetGraphicsRootConstants(sizeof(VertexRC), sizeof(pixelRC), &pixelRC);
}
else
{
CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC);
}
if(memcmp(cmd.scissorRect, prevScissorRect, sizeof(prevScissorRect)) != 0)
{
CmdSetScissor(cmd.scissorRect[0], cmd.scissorRect[1], cmd.scissorRect[2], cmd.scissorRect[3]);
memcpy(prevScissorRect, cmd.scissorRect, sizeof(prevScissorRect));
}
CmdDrawIndexed(cmd.numIndexes, firstIndex + cmd.firstIndex, firstVertex);
}